This popped up over in a thread in the FFXIV forums, when we were discussing different directions XI could go for dungeons.

CTB was a great deal of fun in FFX. For practical reasons, it makes more sense in an MMO to have a real time/active turn based system for regular fights and the majority of content.

But what about in a special dungeon? A party of six could enter the battlefield, and suddenly be locked into a conditional turn based battle against a monster. Turns could be calculated based on the weapon delay for melee and fast cast for mages, with Haste and March as modifiers (and slow, too.). Instead of a hard time limit, each player could be granted a quantity of turns (say, 20) and the monster they are fighting has a set quantity as well.

This would stop the standard "zerg rush" strategy that players are so fond of, and force us to use our heads, set priorities, and think about how to defeat the monster - especially if it's susceptible to skillchains and magic bursts (now there's a really fun way to bring those back!)

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FFXI: Catwho on Bismarck: Retired December 2014

Thayos wrote:

I can't understand anyone who skips the cutscenes of a Final Fantasy game. That's like going to Texas and not getting barbecue.

Actually, it would mean everyone who isnt a 2-handing Relic/Emp holder would be shunned from the event. Because if you only get to make 20 attacks or weaponskills, you're not going to let those be dagger hits. You want the biggest hardest and most destructive 20 hits you can pump out.

I imagine if they put anything like this in place, each fight one would be like a puzzle, and the optimal job combination would vary depending on the monster. Like, one is only vulnerable to magic, or another one only takes damage from JAs. You know how SE loves its gimmicks.

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FFXI: Catwho on Bismarck: Retired December 2014

Thayos wrote:

I can't understand anyone who skips the cutscenes of a Final Fantasy game. That's like going to Texas and not getting barbecue.

Concerning 'relic/empy weapon or gtfo', that can be easily dealt with by implementing new weapons exclusively for the turn-based event and restricts us to those weapons. And then to balance out between 1-hander & 2-handers, the 1-handed weapons would be assigned OAX/crit+ to make up for lower damage. Was that hard? Of course, if the weapons are upgradeable (or new weapons altogether via higher tiers), 2-handers should get OAX too (just not as much as 1-handers will get) at some point so they can have fun too. Balance.

...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.

Make it like how the trials work. Get past this mob you must: sc, sc+mb, enf for the mob to take damage. Randomize how the mob is beat so it doesn't become another, this tier so these jobs thing. RNG would fit well for once.